With maps, fur, rigging and 2 animations.
Introduction
This is a high-quality white rabbit model with maps, fur, rigging and two animations. The fur is created in XGen interactive with enough details, and all textures are rendered with Arnold renderer for realistic effects. The rigging is created with reference to real bones, making the animation in line with natural movements. The model is created with Maya 2024 at real-world scale.
Features
It consists of the body, 2 claws, 2 lacrimal caruncles, 2 lacrimal glands, oral cavity, pupils, sclerae, tongue, and teeth.
Textures and materials: There are 20 .tx files which support Arnold, all in 4K resolution for best quality and details. The materials of the character and the hair are rendered with Arnold renderer to present realistic effects. There are 2 UV sets of the body, which support single quadrant or multiple quadrants.
XGen hair: XGen interactive is used for presenting the details of the hair faster, and all maps of density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
Body: vertices 30,882; polygons 30,880
Claws2: vertices 5,220; polygons 5,184
Lacrimal caruncles2: vertices 1,052; polygons 1,048
Lacrimal glands2: vertices 2,560; polygons 2,532
Oral cavity: vertices 10,986; polygons 10,984
Pupils: vertices 1,988; polygons 2,048
Sclerae: vertices 1,572; polygons 1,600
Tongue: vertices 4,386; polygons 4,384
Teeth2: vertices 5,088; polygons 5,040
Total: vertices 63,734; polygons 63,700
Animations
Loopable running animation at 30 fps, frame range 1-13
Unlooped eating animation at 30 fps, frame range 1-300
Rigging
CTR_Root controls the entire model.
CTR_gravity controls the center of gravity, it comes with a customized attribute:
"Neck IK FK" switches between IK and FK of the neck.
CTR_spine_a, CTR_spine_b and CTR_spine_c are controllers of the spine.
CTR_neck is the overall controller of the neck.
CTR_IK_neck_1, CTR_IK_neck_2, CTR_IK_neck_3 and CTR_IK_neck_4 are IK controllers of the neck.
CTR_FK_neck_1, CTR_FK_neck_2, CTR_FK_neck_3 and CTR_FK_neck_4 are FK controllers of the neck.
CTR_head controls the head.
CTR_ear_a_R, CTR_ear_b_R.. CTR_ear_a_L, CTR_ear_b_L... are controllers of the ears.
CTR_roll_ear_L and CTR_roll_ear_R are rotation controllers of the ears.
CTR_chin and CTR_jaw controls the jaw, and the opening and closing of the mouth.
CTR_belly_1, CTR_belly_2, CTR_belly_3... are controllers of the abdomen.
CTR_Foot_f_L and CTR_Foot_b_L are IK controllers of the left leg.
CTR_Foot_f_R and CTR_Foot_b_R are IK controllers of the right leg.
CTR_IK_Ankle_B_2_L, CTR_IK_Ankle_B_2_R, CTR_IK_Ankle_F_1_L and CTR_IK_Ankle_F_1_R are load-bearing controllers of the legs.
CTR_setting_leg_B_L, CTR_setting_leg_F_L, CTR_setting_leg_B_R and CTR_setting_leg_F_R switch between IK/FK of the feet.
CTR_FK_Leg_F_L_1, CTR_FK_Leg_F_R_1, CTR_FK_Leg_B_L_1, CTR_FK_Leg_B_R_1... are FK controllers of the feet.
CTR_shoulder_L, CTR_shoulder_R, CTR_shoulder_F_L and CTR_shoulder_F_R are controllers of the scapula and hip bone.
CTR_butt is the overall controller of the tail.
CTR_tail, CTR_tail_a, CTR_tail_b... are controllers of the tail.
Additionally, the body comes with more auxiliary controllers.
And more.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2024.2. Maya 2024 or above is recommended for compatibility.
Caveats
To run faster, the fur is hidden, which should be displayed before rendering.
The hair of the characters is created in XGen Interactive with Arnold materials ready for rendering.
By default, Arnold uses GPU as the render device, and the sampling setting is suitable for medium quality output, as is shown in the preview image of the character. If you need a fine-tuned image, you can modify Arnold settings to your hardware limit.
The animation scene comes with Arnold lighting, which can be modified if required.
Except for the above, the character can be rendered directly.
With maps, fur, rigging and 2 animations.
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